Plane of Hate

Quick Facts

Type:
Outdoor

Expansion:
Planes

Instanced:
No

Keyed:
No

Level Range:
46 - 65

Send a correction
The Plane of Hate is home to Innoruuk and his numerous minions. There are three ways to enter this zone, all of which require the Fuligan Soulstone of Innoruuk.

With this stone, a wizard can port their group to the plane, or you can see Relm M`Loch in the Plane of Tranquility, or you can get here from the Guild Hall portal.


Level 46 is required to enter the zone.
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Welcome to the Plane of HateAgents of HateExecutionOutside the CathedralSome of Hate's InhabitantsInnoruuk's ManorLeading to the Maestro...Some More of Hate's InhabitantsMaestro of RancorHand of the MaestroSteps to Innoruuk's ManorInnoruuk's Throne Room
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Post Comment
Hate
# Apr 04 2001 at 8:30 AM Rating: Default
Break-in: We used to rush to SW corner. No more of that. Did CR on people who left port-in room and were wiped out before they even got to the wall.

Rangers had 437 MOB's on tracking.

Fought at port-in room clearing wanderers then moved after that.

Plan on doing it again in the near future will post a better guide then.

Thelonius Monk
RE: Hate
# Apr 07 2001 at 7:02 AM Rating: Excellent
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77 posts
I've done 5 hate raids since the changes.

Here's what I can tell you:

There seem to be 3 schools of thought on how to break Hate now. SW break, portal break, NE break.

SW Break: You can no longer run the wall to get to the SW camp because of the imp traps in the SW corner. SW camp is still a perfectly good place to break, but you must run between the houses to get there. Unless everyone going is a Hate vet and knows exactly where to go, I advise against this. Furthermore, fighting on the wall is twice as deadly as it once was and should be avoided at all costs. This is tough to do from the SW break point.

Portal Break: Well.. Maybe if you have 1 wizard per group and you all port in together fully buffed. Be ready for a fight. This area is lousy with aggro. The first time we tried a port room break we had 4 wipeouts (including one in which no clerics were able to camp) before we finaly adjusted our plans.

NE break: This is how my guild does hate these days. First port group is nothing but monks and rogues. On monk fd's in port room. Rogues scout the path. Second monk fd's at camp site. As you exit the port house, make 2 quick right turns. This takes you to the east wall. Turn left and run north. You must stay between half way and 3/4's of the way up the wall. Too low, you'll agro revenants. Too high, you'll agro second floor. Run north along east wall to NE corner, then turn left. Camp on the NE wall just shy of the pillar/arches. Once your rogue/monk team is up, they call the shots. Once they say the route is clear, the next group ports up immediately, runs to camp site, and everyone camps. Rinse and repeat until everyone has camped out. Log in a cleric to rez anyone that died, then log in the rest of the raid team. Move as a team to the house in the NE corner, and clear it. Then step out of the house, and pull mobs to there. Clear all surrounding houses, then move to the cy where the ramp to scond floor is. Pull the organ hall mobs to there until it's safe to move to the organ hall. Fight from the organ hall for the rest of your visit to the first floor of Hate.

I've been 5 times: 1 SW break (disaster) 1 portal break (worse disaster) 3 NE breaks (went very well)
RE: Hate
# May 01 2001 at 5:02 PM Rating: Decent
Avatar
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151 posts
All my guild does Since the revamp is Rev corner (NE Camp) breaks. They always go well. We did 2 SW camp type breaks since revamp and both were very slow moving raids. Does anyone now anything about the imp trap? So far We've trigged it 3 times and had different results but for the most part when it's triggered we get normal spawn adds after the imps are engaged or killed (not sure which). I'm kinda currious as to if these things are tied to some single mob in the zone and when they aggro it aggros their "sister-mob" (not really into that theroy since we only get a few adds not hate the main floor) or maybe agro/killing one of these pops a new common spawn.
RE: Hate
# Apr 13 2001 at 5:09 PM Rating: Default
All, i can say is that this is some wise wisdom, my guild went to the SW corner, and imp trap disaster. Being timid, we just camped the portal and pulled things there, once the area around the portal is cleared out, its pretty safe to chain pull. The first gate up is always dangerous, and the advice was good, prepare for a disaster, send up a CR team and hope for the best.
RE: Hate
# May 25 2001 at 2:39 PM Rating: Default
I agree with the Portal break system. We port in, camp immediately to chat, then go in after the riot act has been read. Has worked well so far. Invis before porting in, camp in the MIDDLE of the room when you get in, and come back en-mass.
"Boss MOB" spawn times ???
# Mar 26 2001 at 7:01 PM Rating: Decent

Anyone know what the Spawn-time is on thise Boss-mobs ? cant seem to find much information on that here =)

Thanks in advance.

Regards

Falcan
RE:
# May 21 2001 at 8:24 PM Rating: Default
12 hours
NEW HATE CHANGES IN DETAIL
# Mar 21 2001 at 2:08 PM Rating: Decent
Alright I was on a great pickup raid in the new hate last night- here is the new info from what we saw:

There are several high level (about 54-56) boss mobs in the zone that drop class loot as well as possible Inny gear. Each mob is for a specific class. The ones we saw spawned on first level, but there might be some on second level too. Here were the mobs we saw and what they dropped:

Ashenbone Drake Broodmother- large drake surrounded by a few clerics and a spite golem or two on the second floor of a large building near the SW corner- NOT the second floor of hate. It rampaged and cast a spell that knocked us backwards a bit- I think it fluxed too. Not a real caster mob though, pretty easy to beat, no one died on this one. Unfortunately it dropped absolutely nothing for us- the GM's are looking into it.

Ultimate Abhorrent or something along those lines-
this guy spawned in the bottom level of the same building I was talking about, and is a huge gargoyle. It also rampaged, it didn't cast except for one thing- it cast a new poison spell that makes one walk really slow, so pullers- aggro him then step around a wall so he can't cast it. The poison lasts about 5 min and dispells any sow or speed spells you might have on, they can't be reapplied until poison is cured or has worn off. This guy is a rogue too, for us he dropped two pieces of rogue class armor, no Inny loot for us, but I assume he can drop it.

High Priest somethingorother- this guy is a cleric, hits less in melee than the others but does heal, stunning is really hard to land on this guy, so try to mana sieve. He spawned in Maestro's room on the far side of the quarters opposite maestro. He WILL aggro when you walk down the alley that leads to maestro because he's on the other side of that wall, probably bringing lots of mobs with him but he will not aggro Maestro. He was challenging because of the heals,but we got himdown. He dropped 2 pieces of cleric gear, PLUS that cleric hammer off of Inny. We also heard several new mobs casting from Maestro's room, but we didn't have time to investigate- it is possible they are the first mobs on the second floor. I think we heard an SK mob from there- Greenmist Diplomat, and some other mobs.

A little more special info- in the southwest corner, every now and then, perhaps 30 min, we'd get a message that said spider eggs were hatching evil out of our heads, and then mobs called "an evil little imp" would pop, they looked like small fire imps from lavastorm. They were pretty easy to beat, but there were 5 at a time, and they could cause trouble if in the middle of a fight. They were pretty much wimps though. We thought it was some some of trap, but the rogue with us couldn't sense any traps in the area.

Also, at random times pretty close together, all of the second floor mobs- "something of innoruuk", would shout out some line about all worshipping innorruuk their lord and creator. This would create annoying spam, but don't worry it doesn't mean that they're aggroed.

The break was harder than usual- ivu could help, but there are abhorrents near the zone in that will see through ivu and probably aggro. But we broke with invis and had tons of deaths and only a few living. The southwest corner IS safe from all mobs walking around- sit on the floor, we had a couple aggroes from second floor during the night when people got too far up on the wall.

Oh also all the regular mobs dropped loot on a much more frequent basis. We got 3 sprinkler pally maces during the night, as well as lots of class armor, and the cleric shield.

I think that's about it. Feel free to contact me at dbromberg@yahoo.com with any questions.

-Kazmyth Fleetfists
50 Monk on Erollisi Marr
RE: NEW HATE CHANGES IN DETAIL
# Mar 27 2001 at 7:20 AM Rating: Default
Thanks Kazmyth. I'm trying to find out as much as possible, as I may be in hate for first time with monk tonight, not to mention likely end up pulling. /shiver Perfect time to learn, right after the new changes, hehe. I hope this info helps me a little.
RE: NEW HATE CHANGES IN DETAIL
# Mar 23 2001 at 10:06 AM Rating: Default
Hey Kaz, the super abhorrent guy did drop inny loot, it dropped the ranger epic stone. Must say hate is more of a challenge now.
changes
# Mar 19 2001 at 11:10 PM Rating: Default
was up there last week and there are apparently a few changes or things to note
if on sw wall dont ouch ceiling or youll agro mobs from somewhere.
after the new patch mid level mobs now drop inny loot, the undead skellie dragon dropped the 49 nec pet book, and another mob dropped eye of inny.
every second mob seemed to drop nice gear which made most people happy, diamonds, blue diam etc -

although mastro wiped us the raid was well run and using sob to get most ppkl from the tp up room to sw corner saved a lot of hassle
spiderlilly 51 nec - luclin

and no i didnt get the book or the eye as the leader was assigning loot on a seniority basis and a 54 nec got em, xp was ok tho
#Anonymous, Posted: Feb 08 2001 at 3:35 PM, Rating: Sub-Default, (Expand Post) Could anyone please give a complete overview of how to raid this plane, my guild is about to raid it.....will be hard but we need help with it.
#Anonymous, Posted: Jan 29 2001 at 4:00 AM, Rating: Sub-Default, (Expand Post)
RE: What/where stone?
# Jan 29 2001 at 4:00 AM Rating: Default
What is the stone you need, and where do you
get it?
#Anonymous, Posted: Jan 28 2001 at 3:55 PM, Rating: Sub-Default, (Expand Post) ill **** all over the plane and everything will die...o and yes im 13 years old and i have a lvl 59 magician hahahah you suck ill whoop you hahahah
#ParadiseLost, Posted: Jan 31 2001 at 9:58 PM, Rating: Sub-Default, (Expand Post) Yeah little yellow bus special. Yet another reason why I think age specific servers would be a good thing.
About Iksar......
# Jan 25 2001 at 2:22 PM Rating: Default
Can anyone tell me what is up here that an Iksar Shaman can use. I don't think the cool factor of going to Hate/Fear is worth dying many times and watching everyone else walk away with cool loot. It's bad enough losing rolls on the few non-planes stuff i see. Thanks for your input.
RE: About Iksar......
# Jan 25 2001 at 3:38 PM Rating: Default
Well, I believe that you can use most of the shaman stuff that drops off the Spite Golems. I'm pretty sure that it is usuable by Iksar.

But...

Many newbies to the planes go expecting great loot to fall in their hands right away. In any given raid, maybe 0-5 pieces of any given classes armor will drop. So, if you are one of several of your class, it is quite likely that you will get between nothing and 1 item. Of course, that is modified by how many of your class that are there and how well equipped they are. I had a paladin friend who was the only pally on hate raid and wound up with 4 pieces of armor and weapons.

So, if you are worried about getting max gear and minimum death, just keep leveling and camp OS/KC. If you want a very cool experience and the excitement and pride of having very cool gear - go to the planes.

RE: About Iksar......
# Jan 25 2001 at 5:57 PM Rating: Default
For the record none of the armor that drops off the golems is Iksar wearable. It is plate.
RE: About Iksar......
# Apr 03 2001 at 1:03 PM Rating: Default
Iksar shaman armor does drop from Golems now .
Its just not plate . Better stats than regular
shaman armor and I'm jealous :) Anyway had alot
of it rotting because there wasn't any iksar shaman in our guild .
RE: About Iksar......
# Jan 25 2001 at 6:54 PM Rating: Default
Yes, I double-checked and you are right and I was mistaken - Iksar can't wear this armor. This seems pretty unfair to me (even though I'm not an Iksar or shaman).

Sorry for the misinformation.

(The other anonymous guy who posted)
Mages in Hate
# Dec 19 2000 at 6:09 PM Rating: Default
anyone have any suggestions warnings etc. im almost 47 probly wont get into a raid till atleast 47 as i have heard it. should i use pets?what type of pets? is it manna efficeint to use malisment offten etc. any help or comments would be great. :)
RE: Mages in Hate
# Jan 25 2001 at 3:49 PM Rating: Excellent
Mages can be very useful in Hate, but they have to take on a slightly different role.

PETS: Like in all places, pets can get out of hand. Since the effects of a train can be extremely dramatic (wiping out 40 people and causing hours of CR) it is generally not considered worth the risk. However, keep that spell memed! When a train comes, one+ clerics camp, all pet casters summon pets and everyone fights to the death. Quite often, the pets are the last remaining tanks and can win the day. Pets are also used against Maestro and Inny with good effect.

MOD RODS: This is a big handy thing. After a mass death, the rezzing cleric(s) will need mana. It is common to hand him rods in mass and have other healers (druids/shamans) heal the cleric. This mana pumping helps get the raid going again.

DAMAGE SHIELD: obviously always handy

NUKING: By and large, mages spend most of their time in hate hoping for Apothic and playing wizard.

MALISEMENT: Every raid will have a few people dedicated to debuffing. The shamans do most of this (since the enchanter is on CC), but mages can be a help here too. Talk to the raid leader to see who is on that.

Good luck. It's a lot of fun!

Furry
52 cleric
The Nameless
RE: Mages in Hate
# Jan 18 2001 at 7:12 PM Rating: Default
I'm really shocked that you guys have problems with pets. Every dang dungeon zone you encounter has major pathing problems. You stay with your pet at all times, you keep it in front of you, you do not let it crawl up the side walls, you back it off just as a fight is over, you ALWAYS have the pet on GUARD HERE so it cannot wander, you ALWAYS assist the main puller or designated puller so that no one can chew you out for getting the pet on something else. If the pet gets on something that isn't the main target, you simply use your /pet get lost key. Don't hesitate and don't worry about the wasted mana. It is this kind of pet control that will earn grudging respect from even the enchanters. A pet is quite expendable in a group, and the more you get used to the idea that it can be remade in a few seconds, the better off you will be.

Also, if you haven't gotten your solusek temple quest boots yet, get them for your Hate raid hotkey pad (you have ten, so why not make one special for keeping everyone's butt out of the frier?). Anytime the pet goes somewhere faster than you can kill it, you invis yourself, and the pet is dead. If you got the taunting attacker master message, you kill it and run *away from* your group so that the ensuing train kills ONLY you. The boots and your /pet get lost key should prevent these problems however. Remember that you are NOT alone and the pet CAN do great damage, but only if appropriately used (and discarded) as the situation calls.
RE: Mages in Hate
# Nov 10 2001 at 7:38 PM Rating: Decent
WOW! Very succinctly put, friend! Too many see the pet as Fido, and not in the way it should be seen. The pet is a tool for the magician to use as he/she manipulates the elements to get what they want accomplished. I have a magician that has been languishing in the depths of the abyss whilst I game prime time to my Ranger. Perhaps I should dust him off.....
RE: Mages in Hate
# Jan 14 2001 at 2:30 AM Rating: Default
Any pets get out of hand lots of times, i guess you have to experiance it first hand.
RE: Mages in Hate
# Jan 09 2001 at 1:39 PM Rating: Default
I a mage and been in hate a few times.
Don't use pet in Hate pathing is bad in hate so if u look away for one sec. It behide a house and pulling trains.
U can use them at end of raid when you have move in.the and AIR only then.
And air it's for stuning spellcasters.

RE: Mages in Hate
# Dec 27 2000 at 3:12 AM Rating: Default
You can use pets in Hate but do not bring one up till you get into the maestro room and if you can't keep super control over your pet just don't bother. At least this is how it was handled when I went up. Also if you are going up unless you are the only mage and there are no shammys there then most likely there will be someone with malosi making malisement useless. Nullify magic is good though when killing the golem thins since they are basically resistant to everything but melee.
RE: Mages in Hate
# Dec 23 2000 at 12:52 AM Rating: Default
NO PETS. PETS ARE BAD. Notice I dont like pets in Poh they have caused many deaths
RE: Mages in Hate
# Jun 01 2001 at 3:17 PM Rating: Default
There are a couple of things you need to know to effectively use a pet in the planes, or any dungeon for that matter. First, don't make your pet until you get to the campsite. The WORST trains happen when a pet class is tromping along to the pull site with his/her pet trailing behind. Secondly, only mages and necros can really use their pets effectively, as they have the most control over them. Have ALL your important pet commands hotkeyed! i.e. sit, back off, attack. When you engage a pet with a mob, start mashing your /pet sit down hotkey as soon as the mob is dead, else poor pathing could cause your pet to wander off and aggro something. Also, have invis memmed at all times. If you lose track of your pet, invis yourself immediately because it will kill your pet even if it's out of range for the /pet get lost command. Also, mages should ALWAYS use air pets(make sure you have see invis cast on yourself) for the stuns and because they will invis themselves and thus have a slightly lower chance of causing a train. Also, air pets, with their lower damage output, are less likely to get a mob focused on them. Also, do NOT engage your pet with any mob that casts fear, especially AE fear, unless you have the fear immunity spell cast on them(in which case they make ideal tanks) or you are willing to invis yourself on a moments notice.

Basically, keep tight control of your pet, know where it is at all times, and don't be afraid to kill it. After all, your pet is really just an extremely effecient DoT.

Eelane Telenatheril
Mage of the Drinal Server
Gathering of Shadows
RE: Mages in Hate
# Apr 10 2001 at 8:23 AM Rating: Default
There was good advice from the guy about using your sol ro temple boots to get rid of pets.

Fact is pets in large raids, have to be carefully controlled. On Vallon Zek Your pet can very easily kill the Enchanter due to the fact that it is a PvP server which is an additional risk.

I have done hate many times and at lvl 60 the thing i have noticed is when you sit down and your pet is tanking you will often be summoned into the middle of the fight. After a while you get used to this, and become a expert at leaping up and moving out of harms way very quickly.

Some raids we just forbid pets due to the chance of breaking a mezz on a mob. Especially if a pet wielder is particularly imcompetent.

The best advice I can give you, if using pets. Assist one main tank , back off pet if it gets hit by any other mob. In fact backing it off is important until there is only one mob left to fight. Break that enchanters mezz and prepare to become very unpopular.

Dont use berserk on pet until you gauge the way the agro factor is going when you fight.

Oh yeah, It is better to actually wait to send pet. Dont be in a hurry, make sure of target and wait till only one mob is unmezzed and target is clearly identified by raid leader.

Alby.
Vallon zek, Gnome Arch Mage.
RE: Mages in Hate
# Apr 10 2001 at 8:19 AM Rating: Default
There was good advice from the guy about using your sol ro temple boots to get rid of pets.

Fact is pets in large raids, have to be carefully controlled. On Vallon Zek Your pet can very easily kill the Enchanter due to the fact that it is a vP server which is an additional risk.

I have done hate many times and at lvl 60 the thinbg i have noticed is when you sit down and your pet is tanking you will ofetn be summoned. After a while you get used to this, and become a expert at leaping up and moving out of harms way very quickly.

Some raids we just forbid pets due to the chance of breaking a mezz on a mob.

The best advice I can give you, if using pets. Assist one main tank , back off pet if it gets hit by any other mob. In fact backing it off is important until
RE: Mages in Hate
# Jan 06 2001 at 2:55 AM Rating: Default
Forgive my ignorance, I play a monk. How do pets cause deaths here?
RE: Mages in Hate
# Jan 14 2001 at 2:33 AM Rating: Default
Alot of pets act up lots, i guess you have to experiance it first hand to know what i mean especially if you play a mage who uses pets all the time. But I'm very good at handling my pet wich is an art of its own.
RE: Mages in Hate
# Jan 19 2001 at 6:40 AM Rating: Default
If you think using pet in hate is bad and that you shouldn't use them in hate THEN STOP THINKING THAT you just have to know when to bring up your pet (ask raid leader) and use AIR pet it stuns and is very usefull for interupting that complete heal AND stops a round of quad 200's. just use your BRAIN and be watchfull of your pet 100% of the time
RE: Mages in Hate
# Mar 16 2001 at 9:12 PM Rating: Default
Been in hate a coupple of times. Used pet at SS with much sucsess. You dont need to engage pet with all mobs, and you can call it back if it gets to faar away, lern the pathing. Air is the pet you should use. And Mages are good at clearing aggro with Coth. I usually end up in puller group, Cothing puller to clear agro list, and Dispell, Malo duty. You need to lern when to engage with pet/use pet in Planes. Mages shuld use their pets. At that lvl you should know how things work with pet btw.
RE: Mages in Hate
# Mar 18 2001 at 11:20 PM Rating: Default
Pets CAN cause trains and massive CR even if you are good. Alot of times you will see the call out for pets and necros and shammies will bring them up and THEY get everyone killed. This happened once. 3 mages one shammy. Train came, killed the shammy and all 3 mage pets were still unengaged.

This is simple risk vs reward. Will pets make or break your raid? If so you should not even be there. If you don't need them to win then why risk it???
RE: Mages in Hate
# Mar 28 2001 at 12:24 PM Rating: Default
In about 90% of those cases its the necro or shammy pet that does it. Mages just have better control of thier pets, more practice and work harder at it since thier pet and control of it is thier pride and joy.

Im a cleric, so no bias, just a 3rd party perspective after 57 levels.
Necro's first raid
# Nov 01 2000 at 9:56 PM Rating: Default
I am a 51 Necro and have never been to the Plane of Hate. What spells do and don't work? What's a good group tactic in hate plane
RE: Necro's first raid
# Jan 23 2001 at 7:24 AM Rating: Default
I like the spell. We never have pets up anyways on our Hate runs so any skelly is immediately noticeable. It does cause lag though, which is on the downside.
RE: Necro's first raid
# Nov 15 2000 at 6:34 AM Rating: Excellent
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85 posts
The main thing you need to worry about in Hate as a necro is keeping your pet from breaking mez. Darkness is always a happy spell for the snare value. Don't bother with long dots as the mobs don't really last all that long unless you're underpowered as a group. Fear is a big no-no as is anything remotely AE. Your disease buffs will come in handy if you're fighting in the SouthWest area and your undead nukes will be a good thing anywhere as will shadow vortex to lower it's ac.

Don't bother casting at spite golems at all except for dispell as the only damaging spells that will hit them are a wizard's Lure line of spells. For ashenbone drakes and innoruuk you will need to be in melee range to hit them with spells but they will stick.

That should be enough for your first trip, the rest you can pick up while you're up there. Enjoy.
RE: Necro's first raid
# Nov 09 2000 at 9:49 AM Rating: Default
I'll tell you this-

If you cast the silly call of bines or ignite bones or whatever it is that turns mobs into skeletons, you'll have all the tanks screaming at you. In a mass of players and pets, a mob suddenly disappearing and blending in with all the necro pets causes about 100 "You cannot see your target from here" messages to appear in the tanks' windows. Add up all the lost damage from that and it FAR outweighs the dmaage the spell does-

Let's use the example of 10 tanks (conservative) at 5 missed attacks each (conservative) at an average of 25 dmg/atk (conservative):
10X5X25= 1250 pts lost damage. More than likely WAY more than 1250 dmg is lost.
#Anonymous, Posted: Nov 30 2000 at 5:12 AM, Rating: Sub-Default, (Expand Post) More proof that tanks are idiots
RE: Necro's first raid
# May 24 2001 at 4:22 PM Rating: Decent
NO when you are right ON a target and it says you cannot see the target or you are too far away, its not the TANKS fault in this case. I even have done an entire week with a necro in group, and NO MATTER how accustomed you are at trying to get the right range to a mob in that skeleton form, you are going to lose ALOT of swings to too far away, or cannot see the target. The first thing is that the target is hopping out of range for one... the second is that the server does not indicate the proper position of the target. I have been to the point of being in front of a target facing away to hit it. and with a range of 20 on my weapon, I would say thats quite a diference.

that spell is ONLY useful if you have a PET attacking and are solo or without any other tank than pets... Trust me, 20+ hours of being with a necro proved to me that that spell is bugged and not worth ever casting.
are all races kos there?
# Oct 06 2000 at 1:08 PM Rating: Default
RE: are all races kos there?
# Nov 15 2000 at 6:25 AM Rating: Excellent
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85 posts
Yes, all races all classes are at least KOS to the undead. I've never bothered checking against the live stuff as they assist the undead anyway.
RE: are all races kos there?
# Feb 01 2001 at 4:31 PM Rating: Default
Hey , I'm amiably to the Clerics of Innoruuk , hehe. I know your kos to ALL undead ... I dunno , it's messed up -=).


Mithrin Fungusfeet - 60 Druid. (Veeshan)

Enchanter's First Raid
# Oct 05 2000 at 12:34 PM Rating: Decent
Umm.....I'm an enchanter and this is my first Hate raid (at level 47). What do I need to know?
RE: Enchanter's First Raid
# Oct 07 2000 at 5:02 AM Rating: Default
Mezz the targets the puller is not attcking and wish that the cleric is healing you =)

BTW in 47 it will be tough to mezz up there as lvl 51 chanters still have trouble
Complete guide
# Aug 25 2000 at 5:52 AM Rating: Excellent
This guide contains lots of graphical informations so I just post the link here.

http://www.drawmjil.fakta.se/oc/guides/ipren2.htm

Please note, I am not to take credit for the content in this guide, just for collectiong information togehter and formating it.

/Drawmjil
RE: Complete guide
# Dec 19 2000 at 9:57 PM Rating: Default
This is an awsome guide. A must read for all raiders. Great job =)
#Anonymous, Posted: Dec 22 2000 at 11:50 AM, Rating: Sub-Default, (Expand Post)
The guide above is outstanding READ
# Nov 30 2000 at 6:23 PM Rating: Default
LOL I could change my mind after my first visit up there, but I printed it out and I can't wait to go =)
#REDACTED, Posted: Aug 23 2000 at 8:55 AM, Rating: Sub-Default, (Expand Post) The Hate guide was mine.
Bard in the Plane of Hate
# Aug 23 2000 at 8:49 AM Rating: Excellent
A Brief overview of how to play a Bard on the Plane of Hate


1.)If you go at 46 and lose that level you CAN be res'ed back to your corpse. If your res. time elapses you DO have a rather large problem..

2.)Be ready to die! You will die and quite likely several times..If you get a real bad pull it is fully expected that you will aggro mobs onto you and die-giving the Clerics time to camp out..Camping out ahead of your clerics to save your own tail is a bad bad thing.

3.) If you are in the group where the puller is -turn your songs off while he is pulling. Playing a song on the puller could complicate his aggro radius and cause him to aggro many mobs.

4.) Turn off your songs as the mob is being pulled into camp. Let the mob build a little bit of HATE. This has been fixed quite a bit when verant reduced the hate factor of our songs but its still an issue. Sometimes if your playing a party buffing song on the pull the mob will come straight to you..

5.) Although i am VERY far from a mana bard -the mana song is likely your best tune on the planes. Mobs drop to fast and with many folks hitting them ..Your best best is to be a 24/7 mana bard in a team with your shaman (buff machine) and cleric and chanter if possible. The chanter and shaman will be buffing non stop and will always be lookin for mana-its good to have the bard with them

6.) NEVER DOT! Unless you are 100% certain that the mob you are fighting is the only one! Sometimes mobs wander in or come on a delayed pull. Dotting a Banshess when a Spite Golem wanders in will upset your chanters (spites are un mezzable).

7.) When you die-you WILL DIE! Dont go afk on the CR. Bards are one of the first folks res'ed up. Your song is needed for clerics and all the res'ing they have to do. Upon your res. drop your present group and form up with as many clerics as you can.

8.) On Maestro memm all your resist songs, equip your drum, grab as many tanks as you can in your group and go stand as close to Maestro as possible. Your job is to keep your tanks alive-the key to Maestro is isolating him behind a wall of tanks and keeping his AE off the tanks and OFF THE CASTERS. Get that MR up over 200 and your group will be in AWE of you-theyll resist all the lifetaps and gravity flux-youll be the HERO and Maestro will die.

9.) On Maestro you too will likely die-Maestro will more then likely have an item for you-make arrangements to get an immediate Res. Sucks having evensong or six note blade rot cause you were the last guy to get-res'ed or your corpse is in the wall and everyone forgot that you were dead.

10.) Never loot an item that you arent 100000% certain is a bard item that you are allowed (won in random or have seniority) to have. Damn near everything is no drop-looting a clerics BP because you were inspecting the stats and lagged -will make the whole world mad at you. Sit back-let the selected looters loot. Ask in ooc. for the stats if you are curious.

11.) All Gems should be randomed - they are VERY valuable-If you happen to loot a gem-make sure to notify the folks that you are with. Call out all words, components.. MY advice is to assign a specific looter per group.

12.) Dont ask the puller "when are you pulling the banshee's".. Makes you look rather greedy.

13.) Bring a TON of food and water and several 100 plat. You should offer to pay the wizzie for the component he needed to gate you up. You should offer to contribute to your clerics component fund for all those snappy buffs he has given you. Many groups/guilds/alliances/-have funds that are used for all this-generated by the saleable gems looted on the planes-if your a guest or not part of a system like that-be prepared to pay or at least offer to pay our own way.

14.) When waiting for your Res' be SURE to duel a warrior or other tank-mem bellow for this and chains. Run around and humiliate him as best you can. Do not attempt this with that naked monk that just offered you a duel.

15.) Get bound at the wizzie spires in Gfay.

16.) DO go with your good equip-you will not lose your corpse.!! Weanies that show up on HATE in bronze really look foolish and will not be taken seriously. Corpse loss on mature servers is UBER UBER UBER rare. Dont worry about it.

17.) If you loot a breastplate on your first trip-be sure visit all bard boards and fluant it, brag, dance around, post screen shots, and otherwise drive bards like me totally crazy. We love to be reminded of how totally unlucky we are from our 100's of hours spent squandered in that god forsaken place ..

P.S. Now that Kunark is out the 2 most valualbe items are the Lute that Maestro drops and the Breastplate. Not sure if other bards will be going-dont make "deals" that involve you NOT getting these items if they drop. The weapons are all 11/25 (including Dawnchaser from Innourruk) ..Many weapons and now armor are much much better in Kunark.. LUTE AND BP! those are the prizes.
RE: Bard in the Plane of Hate
# Aug 29 2000 at 9:56 PM Rating: Good
>6.) NEVER DOT
Actully, never toss long DOT's. The hate list gets messed up with as many people as are beating on monsters, and if you are off the hate list and your DOT gets the kill, the corpse will poof. Quick DOT's are fine early in battles.

>11.) All Gems should be randomed
On our raids, we have designated people who get all the gems. These are sold/turned into jewelry sold/given to people who were there. We take the platinum this generates and buy reagents for the next raid. No caster is expected to pay for reagents out of pocket.

13.) Bring a TON of food and water and several 100 plat
I went through around 100 food/water over 3 days there, and I was there most of the time. When you die, have some check if people need food/water and bring it up with you on the rez. Everyone on our raids is expected to come up with 50 plat for the port up.

15.) Get bound at the wizzie spires in Gfay
I suggest near a bank. You may be asked be to make purchases when you die if people are short reagents or food and water.

Addendum for tanks
# Aug 24 2000 at 4:48 AM Rating: Excellent
*
85 posts
We're gonna start by assuming the word Tank means Warrior because quite frankly by now you've noticed the size of the difference between first and second best. Ok this is gonna come in two parts. Part one will be what your job is if you're not the Master Assistee, the second part will be for the MA.

Ok so you got a ride up to hate and you're all ready for that Indocite BP you've been after for ages eh? Well plan on rolling with a mess of other tanks and probably losing. The best pregame advice I have is turn all the combat spam you can off before you even go up, listening is crucial.

The first words out of your mouth when you get in zone should be "/shout Who is MA?" Make your hotkey as soon as you get an answer to /assist <whoever>. Nothing will get you less invitations to planes raids than continualy breaking mez.

Rules for every tank cept the MA:

1) ALWAYS USE YOUR ASSIST KEY!
2) ALWAYS USE YOUR ASSIST KEY!
3) Charge in and fight till you or the baddie is dead.
4) Never break a mes, leave that to the MA.
5) Don't be afraid to ask for the buffs you need, this is a team effort.
6) Don't worry about your healer or anyone else getting beat on, stay with the MA's target.
7) ALWAYS USE YOUR ASSIST KEY!


Ok, now for you balzy guys who wanna do the MA job, make a hotkey just like the rest of tha tanks but put five /poke's in your hotkey, this lets everyone know without a doubt which target you have chosen. You'll most likely be the tagger also if you're MA so remember this above all else, eat death rather than take a train to camp. Make sure you have a full supply of arrows before going up and ask a mage for more if you run out, this is the only way to tag properly.

Rules for the MA:

1) Never tag before the puller says tag!
2) Rearange groups to where you are in the puller's group for communication's sake.
3) Let the puller know when each mob drops, this is a good place to use a hotkey.
4) Listen to what your puller says, he is the boss. Suggest changes in downtime but never fail to abide by his decision.
5) Kill spite golems first and clerics second, all others are after them.
6) Take hits before you get back to camp if necessary to get the right target, do not go back with the wrong one and switch.
7) If you find yourself in camp fighting on the wrong target stay on it if it's not a camp wipeout situation.
8) If it is a wipeout situation switch to what you need to but shout SWITCH TARGETS and tap your poke hotkey ten times or so quickly.
9) Do not be afraid to call people after a pull by name publicly for not assisting if it's repeated.
10) Shout that Trolls have the biggest schlongs at least once an hour, Innoruuk and the Maestro love to hear this as do your fellow raiders.

What it all boils down to is this is the purest time for a tank, you charge in and fight to the death. There will be no running, there will be no evacs, you or the baddie will die, it's great.

P.S. the group with the strongest melee usually gets the kill in raids, nifty eh?
RE: Addendum for tanks
# Mar 16 2001 at 7:45 AM Rating: Default
this sounds damn familiar from a site that i've seen on the plane of hate break in tactics. if ashbentiel isn't the author of the site (i remember it being a guy by a different name) then this was plagarized (sp?)
#Anonymous, Posted: Oct 08 2000 at 1:34 PM, Rating: Sub-Default, (Expand Post) Warriors are not the only tanks, thx ^_^
RE: Addendum for tanks
# Jan 14 2001 at 2:40 AM Rating: Default
dont you think the Ma should be a monk or Sk?
RE: Addendum for tanks
# Dec 12 2000 at 11:10 AM Rating: Default
Just like a pally.... umm what level was he? Was it his first raid.... Dont even try and compare to the purest damage taker on the market :P.....
RE: Addendum for tanks
# May 16 2001 at 9:23 AM Rating: Decent
Paladins dont HAVE to deal damage to MA. That's the whole point. You only have to hold the mobs attention and be good at choosing and holding targets. Stunning is one of the best ways to fix a mob on you. I have never... NEVER lost a mob to aggro on anyone for more than a second and then only when a cleric did a complete heal or a wizard nuked with ice comet too early. Even so, Ive never had a misplaced aggro result in a death... other than mine, hehe. Of course, this all goes to hell in the planes if everyone else doesnt do their job but you get my point.


Haught Braveguard
All other virtues are born in honor.
#Anonymous, Posted: Jan 23 2001 at 7:14 AM, Rating: Sub-Default, (Expand Post) Warriors suck. Monks should be MA
#Anonymous, Posted: Mar 07 2001 at 1:12 PM, Rating: Sub-Default, (Expand Post) Why does everything always turn into a "my ******* is bigger than yours" contest?
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